01. Change Log - dylogaming/Dialogue-Component GitHub Wiki
6/3/2025 (not live yet)
[!TIP] Updated Rich Text / Icons to work with any text length Added logic to hide/disable choices if player doesn't meet conditions
[!CAUTION]
UI
folder has been renamed toTextures
- Removed selected actor reference in editor utility, allowing you to delete without the reference window popping up
- Added logic for button input running when released instead of pressed, and pressing and dragging off the button then releasing will negate input
- Cleaned up editor utility logic so preview camera reflects current branch camera
- Fixed accessed none error when importing data tables
- Removed unnecessary variable filters in editor utility
- Pinned top portion of editor utility
- Fixed issue where ending dialogue outside the dialogue ring wasn't re-enabling interaction
- Added widget preview to the editor utility
- Fixed primary and secondary logs and added enum drop-down to select which to use
- Fixed moving actor construct script warnings
- Moved BP_MovingActor to main blueprints folder
4/1/2025
- Added 'skip' button
3/26/2025
- Added Data Table documentation
- Code cleanup in Editor Utility
3/10/2025
- Cleaned up blueprint-created dialogue macros
- Added "Start Dialogue Externally" node which allows you to trigger dialogues of any specified actor that has DC
- Added enum on player choices to allow you to reset NPC rotation to original facing direction when choice is made (you'd typically use this on dialogue end)
- Fixed continue button being flipped on default and flipping when hovering
- Fixed continue button colors not being applied when adding a texture
- Reverted BP_Combat blueprint to default settings (I had tweaked the blueprint when testing with it in the test level, modifying the one in the Dialogue_Blueprints level)
2/4/2025
- Optimized textures, reducing overall asset size
- Added macros to allow for dialogue creation & branch updating using blueprints in editor & runtime
- Added pseudo-dialogue tree templates
- Added bool to allow you to use UI struct or edit dialogue widget blueprint directly
- Made it so rich text will type 1 character at a time (before it would auto-fill and only type default letters 1 at a time)
- Fixed issue where if using "Set actor location" to true on multiple branches would sometimes put the player through the ground
- Updated Player Location mesh to an arrow instead of a ball, allowing you to tell what direction the player will face
1/7/2025
- Visibility tag array added, allowing you to specify which parts of an actor you want to adjust visibility
12/26/2024
- Added scrollbox to editor utility widget, allowing for better usability
- Converted nameplate & sprite images back to object variables allowing for animated sprites
- Added functionality for animated sprites
12/9/2024
- Added variable to play level sequences & set options under ➕ Extra Settings for both player & NPC
10/24/2024
- Fixed bug where "start on overlap" dialogues that ended on the same branch would result in looping the convo
- Fixed Nameplate & Sprite NPCs from causing issues with UI
- Fixed bug where "Hide UI this branch" being true would flash on ending dialogue
- Cleared default "Name Search" replacement from default being "Player" because it would constantly get changed in default example dialogues
- Updated object references to soft references in BP_MovingActor (increases efficiency & allows you to save instance selected to blueprint w/o issue)
- Fixed Showcase level "ally" dialogue not updating after opening the gate
- Fixed bug where overlapping another actor while current dialogue plays wasn't ending current one and starting overlapped one
- Alt button choices now use the UI Preset (still going to work on this more)
- Alt buttons can be clicked on with mouse
10/22/2024
- Added validation to mesh variables allowing for 2D paper characters to work
- Removed "look at player" bool from camera struct since it's no longer being used
- Added tool tips to camera struct properties
- Cleaned up Wraith in demo area
- Fixed bug where attached cine cameras (not preset ones) wouldn't be used
- Added scroll box style variable so you can easily hide edge shadows
- Changed "Fade In/Out" to Fade & updated code to forward/reverse
- Added fade out of dialogue UI
- Removed Event Tick from Dialogue Widget (Wasn't even being used 🤦🏻♂️)
9/19/2024
- Added ability to import data tables which can format into branches
Player options now allow for:
-
Disabling interaction with NPCs which will also hide the outline & icon
-
Overwriting conditions, allowing you to perform a hard set on the values instead of only adding/subtracting
9/6/2024
- Updated Editor Utility Now all the variables are visible for branches and player choices
- Added inputs for changing player choice selection
8/8/2024
- Fixed montage bug where player montage would play on NPC
6/25/2024
- Added Dialogue Editor Utility widget
- Updated camera & activator variables to soft actor references, now allowing you to save referenced actors
- Updated dialogue system from maps to arrays
3/20/2024
- Fixed explanation level dialogue that had clashing name replacement
- Fixed explanation level auto-complete example would generate text block if player spammed input
- Began working on new example NPC blueprint using 2 new camera components
- Fixed alt buttons were not showing (made separate alt button widget) due to choice buttons clashing
2/9/2024
- Added actor outline which highlights actor to talk to, when in range
- Added dynamic name replacement – system will auto-populate names for speakers and when names are detected in dialogues
- Added option to switch focused sprites during dialogues – darkens whoever isn’t talking
- Updated editor functions & added nameplate & sprite function
- Fixed sprite not showing unless using nameplate
- Added “DC Owner” variable to replace ‘Get Owner” node
- Fixed setting mesh variable so that any mesh, not just skeletal meshes will be detected
- Fixed color for sprite tints (variable existed in struct but was not plugged into anything)
- Added icon background as a variable in Icon struct
- Added logic so if no icon background is placed, it will be transparent and still show the icon
V 2.2
- Added Changelog to track updates
- Organized functions, macros, and variables
- Added NPC location which moves NPC characters to selected location during dialogue, and will change dialogue when location is reached
- Added validation to blueprint library functions resolving errors when simulating
- Removed Paragon & Trooper materials & textures to reduce file size
- Consolidated icon fade animation to 1 forward/reverse
- Added bool for Location / 2D dialogue audio